I'd have moved two more oils to lowground. Cause if you control highground, you now have 10:6~~11:5 oil advantage (you can shoot down one oil below the serpentine as well, even if you're not able to control it), and it's still hard to recover from low ground. So i believe that any sort of highground lockdown is still very powerful.

NoQ wrote:I'd have moved two more oils to lowground. Cause if you control highground, you now have 10:6~~11:5 oil advantage (you can shoot down one oil below the serpentine as well, even if you're not able to control it), and it's still hard to recover from low ground. So i believe that any sort of highground lockdown is still very powerful.

If you look more precisely then you can notice one of oil derricks at high-ground can be attacked from low-ground.(you can shoot down one oil above even if you're not able to control it).

I'm afraid if we move more oil resources from high-ground to low-ground - map can lose its 'natural' sense. I guess this map is about fight for high-ground.

Additionaly. I want to nerf tower rush tactic on this map. NoQdo you have any clue how implement it without breaking 'natural sense' of this map?

NoQ wrote:I'd have moved two more oils to lowground. Cause if you control highground, you now have 10:6~~11:5 oil advantage (you can shoot down one oil below the serpentine as well, even if you're not able to control it), and it's still hard to recover from low ground. So i believe that any sort of highground lockdown is still very powerful.

If you look more precisely then you can notice one of oil derricks at high-ground can be attacked from low-ground.(you can shoot down one oil above even if you're not able to control it).

I think we can fix it partially by making 2 tiles more wider nearbase passage.

If you look more precisely then you can notice one of oil derricks at high-ground can be attacked from low-ground.

Yeah, good point, i didn't notice. No, i dont think increasing those passages from 2 to 4 is a good idea, it should be harder to defend a position and easier to take it back whenever this position is on your side.

I still don't like it. If you control highground, you only get extra oils, and no disadvantage in defense radius: you still need to control two 4-tile chokes. Maybe make the right highground chokepoint 3-tile-wide again, it would at least make controlling highground harder (which is also same set of central chokes as Startup).

Also, bottom player does not need to split his army to shoot down the highground oil from lowground, but top player does. I guess move the top highground oil to the left?